To start, I'm just going to say I'm new to altering SC2 Data.
I am currently trying to make a custom structure, The high council, for a little arcade game I am making. When I first attempted to make it, The high council was a copy(but not duplicate) of the Templar archives. Everything worked up until i gave it a build time and warped it in, where until it was finished, had no hit box or actor. The second time i tried, I fully duplicated the Templar archives. When I warped it in, it would have a hit box but no actor, and would freeze at 50/500 shields and health, along with no progress on the build. It could be attacked and killed(with the proper protoss warp in death animation) but otherwise would not change.
What I am looking for is help getting the full proper warp-in and build animation for a custom structure. If the information helps, the document type is arcade map and dependencies are LOTV include campaign data.
This has lots of information, don't hesitate to explore it !
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Concerning your issue :
Learn how Terran build animations works first.
For example : Look for the Refinery. Then look for Actor Events of its Actor of type Unit. A line says that on construction start, it creates an actor called "RefineryBuild". Learn what does an Actor of type Progression, what model it uses and becareful on every word.
Now, about Protoss build animations :
Blizzard somehow decided to leave their old way to do that (that is how Terran build works) but they also did the Protoss build animation a bit differently. You will find for example an Actor of type Model called "Protoss Building Birth". It mainly does the same as a Terran building but you can see actor events creating itself on construction start from here instead the Actor of type Unit of one of those specified Unit.
You must know that :
From actor events of an Actor of type Unit > Calls UnitConstruction event that creates an Actor of type Model > Which creates an Actor of type Progression > Which helps with synchronizing animations between the build model and the building model.
The model used for the construction is the one specified in the field "Build Model" of the Actor of type Unit.
For Terran, it is the same as the field "Model".
For Protoss, it is a specific model that graphically represents the "Warp In" animation.
And yes, there are multiple models, controlled with actors, to make the building animation.
Now, additional task I give you : Find out how or/and where to play sounds at different stages of the building animation !
HAVE FUN
And a nice day.
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To start, I'm just going to say I'm new to altering SC2 Data.
I am currently trying to make a custom structure, The high council, for a little arcade game I am making. When I first attempted to make it, The high council was a copy(but not duplicate) of the Templar archives. Everything worked up until i gave it a build time and warped it in, where until it was finished, had no hit box or actor. The second time i tried, I fully duplicated the Templar archives. When I warped it in, it would have a hit box but no actor, and would freeze at 50/500 shields and health, along with no progress on the build. It could be attacked and killed(with the proper protoss warp in death animation) but otherwise would not change.
What I am looking for is help getting the full proper warp-in and build animation for a custom structure. If the information helps, the document type is arcade map and dependencies are LOTV include campaign data.
Hello,
That's a whole process to learn. I could write you a tutorial explaining everything but instead, I'm gonna link you the wiki :
About the Data Editor :
https://sc2mapster.fandom.com/wiki/Data_Types
About actor events :
https://sc2mapster.fandom.com/wiki/Data/Actors/Events
This has lots of information, don't hesitate to explore it !
-----
Concerning your issue :
Learn how Terran build animations works first.
For example : Look for the Refinery. Then look for Actor Events of its Actor of type Unit. A line says that on construction start, it creates an actor called "RefineryBuild". Learn what does an Actor of type Progression, what model it uses and becareful on every word.
Now, about Protoss build animations :
Blizzard somehow decided to leave their old way to do that (that is how Terran build works) but they also did the Protoss build animation a bit differently. You will find for example an Actor of type Model called "Protoss Building Birth". It mainly does the same as a Terran building but you can see actor events creating itself on construction start from here instead the Actor of type Unit of one of those specified Unit.
You must know that :
From actor events of an Actor of type Unit > Calls UnitConstruction event that creates an Actor of type Model > Which creates an Actor of type Progression > Which helps with synchronizing animations between the build model and the building model.
The model used for the construction is the one specified in the field "Build Model" of the Actor of type Unit.
For Terran, it is the same as the field "Model".
For Protoss, it is a specific model that graphically represents the "Warp In" animation.
And yes, there are multiple models, controlled with actors, to make the building animation.
Now, additional task I give you : Find out how or/and where to play sounds at different stages of the building animation !
HAVE FUN
And a nice day.